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Fantasy Harmonia: The Story

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Geography and History


Harmonia is a vast continent rich in natural beauty and magical resources. The very soil, water, and air in its vicinity all carry its magical essence. The creatures that inhabit the land, Egnarions, though looking very similar to common fauna, are capable of channeling the magic in its roots. Previously, the lands of Harmonia belonged only to the Egnarions till a king from a foreign land attempted to claim the land for himself and sent his great warriors and mages.

During their expedition, however, the king passed away and his kingdom fell into chaos. Families were torn. Houses were burned to the ground. Noble houses fought for the crown. It didn’t take long, the foreign kingdom was gone.

The now homeless warriors and mages the king sent to conquer the continent were now forced to make Harmonia their home, rebuilding a nation from the ground up. However, differences divided the mages and warriors. It didn't take long; they were on each other's throats, fighting whether the Great Sage, Maplheim or the great warrior commanders should be the ones to lead the newborn nation.

Blades and magic clashed, and just like their former home, Harmonia was on the verge of destruction. The fighting only ceased when a union of mages and warriors against the notion of war stood up against their leaders, building the kingdom of Thyrea, and they served as a wall that separates the arcane users and the warriors.

Centuries passed and now, the continent has been divided into three kingdoms: Orh, the kingdom of the Eilows (magic users); Sierra, the kingdom of the Novushkuns(warriors), and Thyrea, the peacekeeper kingdom supported by Eilows, and Novushkuns who dedicate their lives for the preservation of peace throughout Harmonia.

However, peace proved to be a fickle thing and is once again threatened. War is imminent, and Harmonia is about to become a battlefield once more. Will peace ever be achieved? Will history repeats itself? We're about to find out.

 
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[class=content] margin: 90px; text-align:justify; font-family: 'Merriweather'; font-size: 12px; [/class] [class=headd] font-size:18px; font-weight: bold; text-align: center; [/class] [class=tabs] color: #cccccc; font-size: 18px; line-height: 1; margin: 20px auto; min-width: 300px; text-align: center; width: 100%; font-family: 'Merriweather'; [/class] [class=tab] box-sizing: border-box; cursor: pointer; display: inline-block; padding: 5px 0; margin: 5px 0; width: 30%; font-size: 14px; transition-duration: 0.5s; [/class] [class name=tab state=hover] background-color: Ivory; color: Gray; [/class] [class=tabsContent] transition-duration: 0.5s; [/class] [script class=tab on=click] hide tabsContent set currentTab (getText) if (eq ${currentTab} Kairo) (show Kairo) if (eq ${currentTab} Aille) (show Aille) if (eq ${currentTab} Amier) (show Amier) if (eq ${currentTab} Mezan) (show Mezan) if (eq ${currentTab} Shantor) (show Shantor) if (eq ${currentTab} Lessana) (show Lessana) if (eq ${currentTab} Herya) (show Herya) if (eq ${currentTab} Asba) (show Asba) if (eq ${currentTab} Cytir) (show Cytir) [/script] [div class=content]
[div class=headd]Kingdom of Orh [/div]

Founded by the Great Sage, Malpheim, the kingdom of the magic users, Orh is divided into nine different houses, all of which represent a different branch of magic. It is said that Orh became what it is today when the Great Sage, at the time of his passing, distributed his powers to nine of his best apprentices. Now, Eilows take years upon years of their lives mastering their craft and even then, the way in which magic works in Harmonia makes it difficult even for the most seasoned of mages to control it. At the kingdom’s center stands the great tower, Orh. A tower so high, it pierces the heavens. Eilows are classified by their mastery with Nooforms being the weakest and powerless class; Hyantuls, mages under training; Cazforn, Eilows who passed a house of magic’s ritual; Cazforn, gifted scholars in the field of magic, and Malorhian as Council Level mages.

Mages can control the flow of magic of Harmonia by letting their souls listen to its flow in the land and composing it using their magic instruments. A magic instrument can either serve only one purpose or multiple ones. The more magic an object can control, the more powerful the wielder should be. Combat instruments such as staves or wands require a ritual to link it with its owner. However, simpler magic items such as keys require no ritual as they can only perform one simple task and require very little magic to use.

The kingdom prides itself in a lot of trials and test of skills for the Eilows. Competitions are commonly held every four years to test the skills of each house. The winners of the competition are granted entrance within the Great Tower of Orh, where the best of mages are taught even more advanced magic and where the councilors of magic, Malorhian mages, sit.

Each house of magic practices a different form of ritual to link their mages with the magic of the land, and each house practices a different culture, making the kingdom of Orh diverse in culture and power.



[div class=headd]The Houses of Magic:[/div]
[div class=tabs][div class=tab]Kairo[/div][div class=tab]Aille[/div][div class=tab]Amier[/div][div class=tab]Mezan[/div][div class=tab]Shantor[/div][div class=tab]Lessana[/div][div class=tab]Herya[/div][div class=tab]Cytir[/div][div class=tab]Asba[/div]

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[div class="tabsContent Kairo" style="display:none;"][div class=headd]House of Elements[/div]

The great house of Kairo: often described as the house of four seasons due to its eloquent incline towards nature. Unlike other houses of magic, Kairo consists of four sub-houses: House of Water, House of Fire, House of Earth, and House of Air. Commonly, a Kai mage can be adept at only one element. However, there are some who are able to learn up to three elements, with only one being their major element, and the others as minor ones.

The most combative of all the houses, Eilows of the Kairo house are nigh impossible to defeat when within their elemental biomes. With each sub-house acting similarly to a tribe, they are harmonious, familial, and respectful of their traditions. They also enjoy competitions the most, evidenced by their monthly contests conducted to see which sub-house shall be in charge for the following month.

Kairo House’s ritual involves each house fighting an element opposite to theirs. The Water mages will face the Earth Elemental; the Earth mages will be pitted against the Air Elemental; the Fire mages against Water Elemental; and the Air mages will go against the Fire Elemental. It is to test not only their will and determination, but also their cleverness in fighting an opponent stronger than themselves.

Kairo is located on the northern part of Orh, and is the most distinctive house. Earth magic practitioners prosper in the greeny Kevri forest. Water mages are free to swim next to crystal clear waters of Naohaya Lake. Fire mages thrive within the sandy plains of Jiuran Desert. Air mages fly high up on the Zelrich Hills.[/div] [div class="tabsContent Aille" style="display:none;"][div class=headd]House of Healing[/div]
The peace-loving and calm-natured House of Aille hosts the kingdom’s Healing magics. Capable of mending a wide variety of disease and wounds, projecting barriers to protect others from harm, and enhancing the abilities of others, Eilows of house Aille are ones you can expect to have your back, even in the stickiest of situations.

One of the less combat-oriented houses alongside Asba and Herya, they hate the presence of conflict but would rush to their comrade’s aid, even if it meant sustaining damage to themselves. They are also the house responsible for concocting medicinal potions or herbs to be delivered throughout Orh.

The Aillerins partake in the delicate and arduous ritual of Atsavankri to become full-fledged mages. At the brink of dawn, Aillerin elders present an Egnarion with a fatal wound—a different beast, and a different wound each time—that ends the beast's life at high noon. The beast and mage are taken to the Ylennai river at the foot of the Atsava, where the beast is rested on the ground, in the middle of a circle lined with the elements of air, water, fire, earth, darkness, and light, and an array of medicinal herbs that grow at the base of the mountain. Since the Atsavankri involves endangering the life of egnarions, it is regarded as one of the riskiest linking rituals in Orh, requiring the best Mezan mages and their elders to keep a careful watch of its proceedings and aid when necessary. The presence of Mezans marching through Aille usually indicates that a new Aillerin mage is about to perform the ritual. The mage’s task is to find the right combination of elements and herbs that will make an effective potion to heal the wound and break the curse. Every time the mage commits a mistake, the wound grows deeper, cutting the beast’s life shorter, and a higher level of potion must be made, testing the skillfulness of the mage. If the mage succeeds in breaking the curse, the elders finalize the link between the mage and his staff, and the mage is thereby bestowed special healing gifts.

On the other hand, if the mage fails and the beast perishes, it can spell a life of danger for him. Egnarions are deeply connected by the magic that runs in their blood. When a creature dies by the hands of an Eilow, Egnarions throughout the land experience a sense of grief and become aware of its source and, when they cross paths with it, they become distrustful and prone to attacking the offender.

Aille is located on the easternmost part of Orh, standing in the middle of Aelia plains and found near Astava Mountain—the mountain separating Aille and Herya—a mountain where bountiful medicinal herbs grow. [/div] [div class="tabsContent Amier" style="display: none;"][div class=headd]House of Space[/div]
With the ability to manipulate time, gravity, and call upon the powers of the stars, Eilow mages of House Amier are definitely not to be underestimated. Taking pride in their abilities, and with their raw amounts of magic, they are able to turn the tides of battle with their presence alone.

The most difficult branch of magic there is, the Amier’s brand of magic takes the most time in preparation and practice before being fully mastered. Performing even the most basic of magics from this house takes its physical toll on its user, and due to the volatile nature of its magic, Amierans always take their powers in stride, understanding and respecting their own capabilities.

Like the mastery of the magic, the ritual the Amier House performs is just as dangerous. Also known as the Dance of Stars ritual, during a full moon, Amierans must travel all the way to the top of Velanor Peak. Upon sensing their presence, the night skies will be painted black, hiding the shining glory of the stars. Within this time, three stars will start to orbit around the obscured night sky. The Amier Eilow will then be tasked to identify the three dancing stars. Guess it properly, and they shall be granted that star’s power. Getting it wrong will result with the star they named attacking them with its power. If they got all three stars correctly, the ritual is complete and the contract between the mage and his staff will be in effect.

Amier is located on the southeastern part of Orh, standing in the middle of a crater where the first star of Harmonia crashed. At night, the city itself glows as the twinkle of the stars radiates over the town, earning the town the moniker: “The Town of Luminous Starlight.”[/div] [div class="tabsContent Mezan" style="display:none;"][div class=headd]House of Summons[/div]
Mezan is special in a way. It is the house of magic that relies mostly on the mystical Egnarions’ presence, and as such, their magic is in tie with taming the beautiful beasts of Harmonia and making them companions for life. Once a Mezan mage completes his ritual, he is free to borrow the power of his Egnarion companion by transforming parts of his body into that of his mystical partner and use their abilities. Mezan mages consider trust as the very foundation of their magic, and at their very core, most Mezan mages are caring and nature-inclined Eilows.

The Mezan house’s ritual relies entirely on the Egnarion’s trust. Once the Mezan-Egnarion bond is strong enough between a mage and his chosen companion, it will grant him a fragment of itself, the Egnarion’s very core and essence. Through this fragment, the mage can summon his friend. The Ritual ends with the staff being linked to the mage. Though Mezan mages may take many Egnarions as companions, most would rather just stick to one.

Mezan is located on the northeastern part of Orh, at the end of a path crossing the dense Mezan forest inhabited by numerous Egnarion species. The population of wild Egnarions are higher near the vicinity of Mezan than that of any other house of magic.[/div] [div class="tabsContent Shantor" style="display: none;"][div class=headd]House of Darkness[/div]
Mages of House Shantor are practitioners of one of the most powerful branches of magic: Dark. Honing the dark arts does not mean being evil; it simply requires more responsibility for one to use its powers. Dark mages are capable of applying curses, shadow manipulation magic, and even summoning dark entities from another dimension. For Shantor Eilows, the darkness is not something to be feared, and their shadows are their loyal companions.

The dark element may not be as flashy as its light counterpart, but no other house can provide the ability of espionage like the Shantor House can. With their ability to perform their tasks in silence, and training them to become elusive, and observant of their surroundings, Shantor Eilows are natural born spies for Orh.

Mara Hasha, Shantor’s ritual, pits the mages in pitch black environments, particularly, the deepest parts of Rak Shantor. They are tasked with being able to compose the magic of the land under the deafening silence where the magic of Harmonia is harder to conjure. Higher ranked Shantor mages will join them in attempt to break their concentration. If they are not able to conjure their magic within the short amount of time allotted to them, they fail and need to retry the ritual another time. If successful, their links with their staves of choice will be granted.

Shantor is located on the southernmost part of Orh. Their town is located inside the cave of Rak Shantor, a draconic egnarion that once roamed the lands of Harmonia.[/div] [div class="tabsContent Lessana" style="display: none;"][div class=headd]House of Light[/div]
Lessana is the shining beacon of the Kingdom, hosting Orh’s light magic. Lessans are often led to the path of righteousness and of justice. Capable of manipulating the photons of light around them, the Lessans of Lessana shine their path out of the darkest of places.

Brighter than any other house of magic, Lessana boasts their ability to call upon the power of light to smite their adversaries and bring about the path of justice. Bending light photons to create illusions, or turn things invisible, or conjuring light so bright it burns, are just some of the many ways Lessans can make use of their affinity of light.

Lessana’s Light is granted only to those of just mind and determined will. By not being blinded by power, a Lessan must start his travels within the underground chambers of Bright Castle and exit through the banks of Lessana Lake within three days, while keeping the light within their hands at the minimum amount granted to them. Failure to exit the chambers or burning too brightly in the chambers will cause them their failure. Passing will link the Lessan and his staff together, making them a step closer to securing a brighter future for Orh.

Lessana is located on the northernmost part of Orh. Their town sits in the middle of Lessana Lake, connected to Orh’s mainland by an enchanted bridge that glimmers like water reflecting the moon at night.[/div] [div class="tabsContent Herya" style="display: none;"][div class=headd]House of Agriculture[/div]
The house of magic responsible for most of the kingdom’s economy, mages of house Herya handle the kingdom’s food production via their farm crops, livestock, and other agricultural and economical needs. Heryan mages are taught magic that helps them grow crops, take care of livestock, as well as other nature-inclined magic. Although their magic has combat capabilities, they are still one of only three noncombat-inclined houses of magic, along with Aille and Asba. Furthermore, they are the only house of magic to have no authoritative figures to follow. Instead, they have a small council within their community that listens and reaches out to the higher figures of the kingdom.

Herya and Asba have a lot in common: they are two of the branches more responsible for economy rather than defense. Both houses are good in business, and they both do not follow the Eilow Classification Scale, as their magic are not measurable by the same standards as the other houses. Instead, mages from these two houses are classified by their ability to produce high quality products.

The Heryan ritual is called Maghayon. Under the moonlight, a Heryan mage must climb the top of the Astava Mountains to sacrifice five bountiful harvests they produced with their own hands. If the moon accepts their offering, it will radiate brighter to their staff, linking it and its owner to be.

Herya sits on the foot of the Astava Mountains, next to the Vignis Lake—a lake rich in fishing resource and home to a number of unique water-based Egnarion species such as Wyns, a non-hostile seal-like Egnarion capable of calming the lake during storms. Herya is a village-like community with vast farmlands, and the Vignis Lake serving as the main source of the Kingdom of Orh’s food. The Herya School is also where the Heryan council conducts its meetings.[/div] [div class="tabsContent Cytir" style="display: none;"][div class=headd]House of the Mind[/div]
Intelligent, and clever, there is nothing a Cytir mage cannot find out. Delving into the world of thoughts and the subconscious, they are the masters of diving into the truth. Capable of whispering secrets through their telepathy and moving distant objects with telekinesis, this house of magic requires the deepest of concentration out of any other branch. As such, this house of magic is guided by their Elder Sages, all of whom have mastered the craft of being able to use their mental magic even under the most dire and difficult of situations.

Cytir mages are strong of mind. They are undoubtedly gifted with strong will powers and it would be foolish to underestimate their ability to remain calm. As magicians of the mind, they are more reliant on their environments and their opponents, though they are not capable of mind control. They are able to plan ahead when in combat, thanks to their telepathy, which also makes them invaluable assets in stealing information from the minds of opponents and passing them on to allies.



Kastur, the Cytir house ritual, is performed only once a month. Only twelve students at a time are allowed to perform the ritual. They are subjected to a test of purity of mind and strength of will, resisting the Elder Sages’ attempts to enter, while keeping their minds clear of any thoughts. Once they pass, the ritual will be complete; they will be linked with the staff of their choice.

Cytir is difficult to miss as it is found in the Praries of Rashiin, a field overflowing with mauve flowers that dimly light up at dusk and turn into a deeper shade of purple during the night. Razlyns, fireflies of varying colors that dance in the night, are also at large here.[/div] [div class="tabsContent Asba" style="display: none;"][div class=headd]House of Runes[/div]
Resembling a metropolis for the Eilows, Asba is the most crowded house of magic. In every nook and cranny, at every head turn, mages are seen walking about this bustling city. Mages from other houses are no stranger within the Asba territory; they are welcomed customers for the ever so business-minded Asbans, after all. Why you ask? For Asba is the house of magical trinkets, and where aspiring mages have their customized staves made. Inventing almost fifty trinkets is just another monday for the regular Asban.

Workaholics by nature, Asbans wouldn’t stop attaching those Egnarion fragments on a latest pre-ordered staff even if it meant losing an eye socket. The house of magic responsible for imbuing Harmonia’s essence to everyday items, they are what revolutionizes Orh’s technology to Sierra’s Cornelius.

Another non-combat house, they are solely focused on inventing more and more items. From magic keys to self-cleaning carpets, there is no such thing as crazy for Asbans. In fact, the crazier the idea, the brighter the sparkle in the average Asban’s eyes.

As masters of runes, they collect Harmonia’s essence and seal them onto an object using runic markings. By consuming the essence sealed within them, the runes perform the task assigned to them, making doors lockable without a keyhole; brooms cleaning on their own; and other simpler tasks that are within the object’s purpose possible.

Asba surrounds the foot of the Great Tower of Orh; marketplaces make up its majority, divided into different sections: staves, general trinkets, books, and residential areas. Signposts are scattered everywhere, pointing where to find each kind of trinket. [/div] [/div]
 
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[class=content] margin: 90px; text-align:justify; font-family: 'Merriweather'; font-size: 12px; [/class] [class=headd] font-size:18px; text-align: center; font-weight:bold; [/class] [class=tabs] color: #778899; font-size: 18px; line-height: 1; margin: 20px auto; min-width: 300px; text-align: center; width: 100%; font-family: 'Merriweather'; [/class] [class=tab] box-sizing: border-box; cursor: pointer; display: inline-block; padding: 5px 0; width: 20%; font-size: 14px; transition-duration: 0.5s; [/class] [class name=tab state=hover] background-color: Ivory; color: Gray; [/class] [class=tabsContent] transition-duration: 0.5s; [/class] [script class=tab on=click] hide tabsContent set currentTab (getText) if (eq ${currentTab} Aristide) (show Aristide) if (eq ${currentTab} Cornelius) (show Cornelius) if (eq ${currentTab} Wilhelmina) (show Wilhelmina) if (eq ${currentTab} Poormin) (show Poormin) if (eq ${currentTab} Fenikae) (show Fenikae) [/script] [div class=content][div class=headd]The Kingdom of Sierra[/div]

Long before the great leaders of Novushkun came to life, the blood of these warriors were filled with the love of battles and hunts. Tribes fought each other for nothing and it was utter chaos. Blood splattered throughout the land, then the tribes each formed alliances and were divided into four warring countries.

After centuries of fighting, these four countries came to a conclusion of peaceful living through their great leaders, Aristane, ruler of the North; Willia, ruler of the South; Porahn, ruler of the West; and Cornelius, ruler of the East.

Each country was named after one of the great leaders, and each of them had their very own specialty. Though, every single one of them produced great warriors, it was Aristide who hails the best of them all. Aristide is also the main source of minerals in the Novushkun Kingdom. Wilhelmina is home to the best brewers of alcohol, or the best mixers of the deadliest of potions throughout Harmonia. Cornelius favors itself in its engineering, aircrafts, weaponry, and robotic limbs. Cornelius is also were the Raigo are frequently made—weapons crafted from Egnarion core. As for Poormin, it prides itself in Biotechnology and Bio-experimentations, making Novushkun-Egnarion hybrids.



[div class=headd]The Cities of Sierra[/div]

A country of massive history and immense varieties of population, Sierra is a place where the desert is wet, the rocks are alive, the snow is hot, the reactions never die, and business... is always booming. Divided into four kingdoms and home to the non-wielders of Essence, Sierra is truly a haven from the magus' arcane clutches, at least, in most places.
[div class=tabs][div class=tab]Aristide[/div][div class=tab]Cornelius[/div][div class=tab]Wilhelmina[/div][div class=tab]Poormin[/div][div class=tab]Fenikae[/div]
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[div class="tabsContent Aristide" style="display: none;"][div class=headd]Urban Borders[/div]
The first ever Sierran country built on these very mountains, Aristide stands as the kingdom's forefather. Specializing in tactical warfare, nearly everyone living on these highlands knows how to defend their lands and conquer others. Sticking to their old ways, the people of Aristide are authentic in most aspects with the addition of a monarchist approach to politics. In terms of technology, they use fossil fuels and biomass as an energy source, along with lead and gunpowder for their bullet-hungry babies. Some still stick to the more old school form of combat like swords, knives, bows and the like. Moving on, the culture here would be your typical heroism, self-sacrifice for your brothers, respect the ladies, believe in yourself, and survival of the fittest kind of people, but the really interesting part is their firm belief in non-living things having souls.

Four smaller cities comprise Aristide:

  • Navallo, nicknamed “Emperor Highlands” because it is the first ever territory given to them by King Malfeim, the great wizard, is a realm in a constant state of winter with its unending snowfall.
  • The great city of Tholonis, the “Town’s Minery,” was carved out of a cave, and nearly every one of its residents is a miner.

  • Dias Lagio, a world of colossal waterfalls under the Sierran earth, is a city set approximately 6,000 kilometres beneath in the ground.

  • Dianco, the city also dubbed “Twin Towers,” used to be a bridge.

  • The Aristidian land consists of two mountains, and is filled with private military companies. Its architecture and cuisine is reminiscent of Asian culture.

The “Grand Feast” is a festival where all Artistidian families from all cities eat outside their homes as they watch the Aurora Borealis dance in the night sky —the only time of the year that it is visible.[/div] [div class="tabsContent Cornelius" style="display: none;"][div class=headd]Aerial Republic[/div]
The city is named after Cornelius, the Father of technology, and is home to metallic creations, electrical conventions, and metal men. From its floating cities to the vast technological innovations they have to offer, the aerial republic stands as the most elegant and advanced city in the country.

After the accidental creation of an energy source widely known as "Cell,” the city began to progress quickly and thrive successfully. Cornelius is widely known for a lot of things like airships, air bikes, graceful cuisine, engineers, their republic system, their belief in multiple gods, and their humanistic principles. Cornelius, with its floating islands, flies above the Novushkun cities all year round.

There are two notable islands in Cornelius:

  • Lincolnshire, the Capital in the Sky, is a combination of floating pieces of lands and islands.
  • Thames Estuary, also known as Islands in the breeze, are sphere-shaped islands with an inner and outer region you can live in. Each island could fit a family of ten. Thames Estuary celebrates the yearly event called Grand Exploration Week, wherein the islands roam around and beyond the country for a week’s span for unknown reasons.
The people of the Aerial Republic wear Victorian steampunk clothing, and their taste buds are refined with European cuisine.

A kingdom rich in festivities and celebrations. Such a festival they celebrate is the Meteoreye, a festival where all the people spend the night outside, dancing while enjoying their picnic until the meteor shower comes and they all lie on their picnic beds, enjoying the nocturnal moments until they all fall asleep.

Another is the Lunar Heart, a rendition of Halloween celebrated on a lunar eclipse.

The kingdom enjoys a warm and breezy climate, and fogs are quite thick and common.[/div] [div class="tabsContent Wilhelmina" style="display: none;"][div class=headd]Restless Lights[/div]
Try to spend a day in Wilhelmina and you are guaranteed to end up in another part of the city with no recollection whatsoever. Out of all the places you can go to, it is the only metropolis that never, ever runs out of music, lights that dance in the night sky, and endless, endless parties. Wilhelmina is also regarded top-notch when it comes to chemistry, hence their signature dancing fireworks, floating orbs, and neon lights.

To a visitor, the Wilhelm splendor can be overwhelming, what with its unusually big houses and grand architecture. In what its citizens pride as “The land of cultural acceptance,” the Wilhelm people are generally respectful and will treat you fairly and equally because of gender and racial variety. That said, a Wilhelm individual is happiest when he can express himself, for Wilhelms value self expression and freedom more than anything else.

The region’s knack for festivities is shared among its cities:

  • Shabolovska, nicknamed “Tune Town,” is known for its insane population of musicians and nonstop tunes.
  • Fusstenberg, Wilhelmina’s “Centerstage,” takes pride in its extravagant parties and high-quality performances.
  • Eltschtein, the “Premier City,” is famous for its luxurious hotels that boast exquisite interior design and avant-garde architecture.

Wilhelmina, a land whose cultures are as diverse as its individuals, hosts more celebrations than any other region in the Sierran geography:

During the breathtaking Rainbow Symphony festival, the skies are painted with fireworks that rain down on colourful umbrellas held by branching rivers of people in the streets who are drowned in waves of festive music.

In The Great Dance, people gather out in the open to strip off their garments and dance with only parts of their faces covered—a naked Mardi Gras, so to speak.

Most remarkable of all celebrations, however, is The Big Knockout: the festival responsible for citizens from neighbouring cities flocking to the heart of Wilhelmina to drink and be merry until they all pass out. [/div] [div class="tabsContent Poormin" style="display: none;"][div class=headd]Concrete Jungle[/div]

Ever since “The Great Evolution” incident occurred, and over the course of recent years, immense varieties of population have flourished in the city of Poormin. Its scientists have been mixing human DNA with that of other beings, creating an overwhelming number of hybrid species that now comprise a majority of the kingdom’s inhabitants. Evidently, Poormin is the most advanced when it comes to biotechnology. One of their biggest advancements is being able to print organs and any other organisms in a flash.

For a city regarded as the hub of cutting-edge laboratory facilities and guinea pigs, it is not uncommon to witness researchers cry of laughter as they indulge themselves in countless immoral experiments to satisfy their lust for curiosities and discoveries in the study of life. With these ongoings, Egnarions cary a more hostile vibe here than in any other part of Harmonia. Fortunately, regulations are now in place, allowing the manipulators of life, their hybrid creations and other mutated organisms, and all kinds of migrant people from different places to thrive peacefully.

Because the cities within Poormin teem with scientific experiments, the abundance of highly-contaminated areas is inevitable, hence, the typical Poormin fashion includes a lot of safety gear as casual wear.

Poormin is made up of three sub-cities:

  • Shiyage, the Underwater Haven, used to be a vast mangrove. However, with a climate of permanent, heavy monsoon rains, the city is now entirely submerged in water, making boats and submarines the common means of transport.
  • Maizaka, the Underground Vessel, is a city “made by hand” rather than “built.” Its brilliant biologists cultivated the endemic bioluminescent organisms to light up the city instead of using electricity.
  • Finally, Yashiko, is what used to be Poormin but is now a ghost city.

Poormin is the only kingdom without a celebration or festival, but its citizens enjoy drinking alcohol. Pubs are more common here than they are in Wilhelmina. [/div] [div class="tabsContent Fenikae" style="display: none;"][div class=headd]The Sierran Capital[/div]
Fenikae is the Novushkuns’ Central Clementine Port where many sorts of trade take place, and where most businesses start. Plenty of producers from other countries are gathered here, and the Central Clementine Port is also responsible for shipping products to the Thyrean Kingdom. Orh’s products are also accepted here, albeit after heavy inspection is performed.

Although Fenikae functions mostly as a trade city, it is the most heavily manned and heavily guarded country as it stands in close proximity to the Thyrean wall. The trade capital also has the most diverse of populations in all Sierran kingdoms—even overtaking Poormin’s diversity, since it plays host to Novushkuns from all four countries. As such, its eclectic culture bears influences from its neighbors. Hotels are inspired by Wilhelm architecture and service; weapon and trinket shops demonstrate Cornelian innovation; Aristidian gear shops are scattered all around.

The most notable places within Fenikae are:

  • The Grand Library of Maegis Fae, a library rich in both Orhian and Sierran history.
  • Sierra Fort, the capital’s main fortress of defense, fully manned by experiences Novushkun soldiers, and comes equipped with the latest Cornelian technology.
  • Fenikae Port West, the drop-off point for ships carrying Orhian products.
  • Fenikae Port East, the drop-off point for Thyrean and Orhian visitors. Like the Western Port, it is heavily guarded, and security checks are regularly performed.
  • Sierra Grand Market, the largest marketplace in the kingdom, where most cultural items are sold. Orhian products, albeit seldom, are found here as well.
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The Kingdom of Thyrea

Dubbed the peacekeeper kingdom, Thyrea is most responsible for preserving the harmonious relationship between Orh and Sierra. It serves as a wall between the two kingdoms, both in a figurative and literal sense. Manned by the most skilled of mages and warriors, penetrating the Thyrean walls makes for an impossible task. All attempts for diplomatic matters are conducted within the kingdom's walls, as well as trade between Orh and Sierra.

Within its walls, the kingdom has a self-sufficient community of Thyreans, a large number of garrisons for defense, residential areas, a marketplace, and a trading port. There are also signs of nature, both outside and within the walls, where they preserve the fauna to hunt and to further their self-sufficiency.

The Thyrean kingdom also serves as a shelter for the homeless Novushkun or Eilow, and individuals who are considered abominations, such as offsprings of an Eilow and a Novushkun, Egnarion-Novushkun, or Egnarion-Eilow hybrids. They are well taken care of as part of the Thyrean family. Most of such cases end up being loyal to the kingdom, dedicating their lives for the protection of peace in Harmonia, but more importantly, for their families within the kingdom’s impenetrable walls.

Although mostly a free kingdom, Thyrea has a hierarchy system that it follows. The hierarchies merely serve as roles, not restrictions and power within the kingdom.


The walls on either side of the kingdom's borders are of extreme height and width, making it possible for corridors within it to be stationed and easier to defend.

 
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